Base Class: Warlock
You have obtained a magical deck of cards. Where? How? Who cares!?
Expanded Spells List
The Gambler lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
The Gambler Expanded Spells
| Spell Level | Spells |
|---|---|
|
1st |
Detect Magic, Silent Image |
|
2nd |
Augury, Detect Thoughts |
|
3rd |
Clairvoyance, Fast Friends |
|
4th |
Compulsion, Divination |
|
5th |
Mislead, Seeming |
Dark Deck
Beginning at 1st level, you learn how to use this magical deck as a weapon, each card can be used as a thrown weapon in the same way as a dagger. If your deck is lost or destroyed, you can spend 1 hour to summon a new one, this can coincide with a short or long rest. When you use an Action to draw from the deck you invoke chaotic magics, the following effects occur immediately after you draw from your deck:
52 Card Game Deck
If you use this type of deck you gain one suit to be part of your deck now and other suits at higher levels.
| CARD | EFFECT |
|---|---|
| Spades | Spade card effects that deal or heal 1d6 damage increase in damage as you level up. They deal 2d6 at 6th level, 4d6 at 10th level and 6d6 at 14th level. |
| 2 | You are stunned until the start of your next turn. |
| 3 | Strange crystalline structs erupt from the ground around you, all ground within 30 feet of you becomes difficult terrain. |
| 4 | You target a creature within 30 feet of you, the target must make a Dexterity saving throw or take 1d6 force damage and be knocked prone. |
| 5 | You summon a tiny intangible spirit, you can send the spirit to one creature you can see and give that creature disadvantage on its attack rolls and ability checks until the end of its next turn. |
| 6 | You summon a gust of wind in a 30 foot line in the direction you face, creatures in the wind can choose to make a Strength saving throw. On a success, they are blinded until the start of their next turn by the wind. On a failure or if they choose not to save, creatures are pushed in the direction of the wind up to 10 feet, not being pushed further if they exit the gust's range. |
| 7 | You summon a tiny intangible spirit, you can send the spirit to one creature you can see, the creature's movement is halved and has disadvantage on its saving throws until the end of its next turn. |
| 8 | You show the card to one creature within 30 feet that can see you. The target must make a Wisdom saving throw or take 1d4 psychic damage and become frightened of you until the end of its next turn. |
| 9 | You target one creature within 30 feet, the target must make a Constitution saving throw or take 1d6 poison damage and become poisoned until the end of its next turn. |
| 10 | You shoot a bolt of chaotic energy. You cast Chaos Bolt, this card requires a spell slot. |
| Jack | You throw the card, casting Faerie Fire. |
| Queen | You reveal the face of the card to one creature within 10 feet that can see you, the target must make a Constitution saving throw or turn to solid gold, becoming petrified until the end of its next turn. |
| King | You unleash unavoidable cards form the deck. You cast Magic Missile, this effect uses one of your spell slots. |
| Ace | You choose one creature within 30 feet of you, the creature must make a Charisma saving throw or take 1d6 psychic damage and become stunned until the start of your next turn. |
| Jokers | |
| Red Joker | You draw two more cards, and the higher card (Ace being the highest) takes effect. |
| Black Joker | You draw two more cards, and both take effect. |
Major Arcana Tarot Deck
If you use this type of deck the cards that have effects that deal damage or heal hit points increase at certain intervals, 2d6 by 6th level, 4d6 by 10th and 6d6 by 14th.
| CARD | EFFECT |
|---|---|
| The Fool | You draw two more cards, and both take effect. |
| The Magician | You regain one expended spell slot. |
| The High Priestess | You and up to 5 other creatures regain hit points equal to your Charisma modifier plus your warlock level. |
| The Empress | You may take the attack action and gain advantage on your attacks for the action, or you may redraw. If you then draw The Emperor card, you gain a +5 Bonus to your armour class for 1 minute, replacing the card's normal effect. If you draw The Empress card again, you may choose any card from your deck and use its effect. |
| The Emperor | You gain a +2 bonus to your armour class and advantage on Dexterity ability checks and saving throws until the end of your next turn, or you may redraw. If you then draw The Empress card, you gain advantage on your attacks for 1 minute, replacing the card's normal effect. If you draw The Emperor card again, you may choose any card from your deck and use its effect. |
| The Hierophant | Your weapons become imbued with sacred power, for one minute your weapon attacks deal an 1d6 additional radiant damage. |
| The Lovers | You choose two creatures you can see that can also see each other. These creatures must make Wisdom saving throws, if one fails they are charmed by the other creature and will not take any actions unless the other creature asks them to. If both creatures fail, they become incapacitated for 1 minute while staring into each other's eyes. The effect ends early on a creature if it receives damage. You can choose one of the targets to be yourself, but you must still attempt a saving throw. |
| The Chariot | You take the attack action, but can attack twice as many times as you can normally. |
| Justice | You target a creature within 30 feet of you and receives varying effects depending on its alignment. If the target is Evil aligned it must make a Charisma saving throw or take 1d6 radiant damage. If the target is Good aligned it regains 1d6 hit points. |
| The Hermit | You gain Truesight and have advantage on Intelligence and Wisdom saving throws, and ability checks for 1 minute. |
| Wheel of Fortune | You gain a point of Inspiration, or you may draw again. |
| Strength | You gain advantage on Strength and Constitution ability checks and saving throws for 1 minute. |
| The Hanged Man | You target one creature within 30 feet and summon a spectral noose around its neck, every time the creature starts its turn in the noose it must make a Constitution saving throw or take 1d6 necrotic damage. Whilst held in the noose the creature has disadvantage on attack rolls. In addition, should the creature need to breath it is possible to choke it in the same way as if it had drowned. The noose remains for 1 minute, unless the target uses its action to make a Strength (Athletics) or Dexterity (Acrobatics) check to free itself from the noose versus your spellsave DC, freeing itself on a success. This card consumes a spell slot. |
| Death | You summon energies of death to bring your foes to rest. You target one creature you can see within 120 feet and make a Ranged Spell Attack against the target, on a hit the target takes 1d6 necrotic damage and must make a Wisdom saving throw or become frightened of you for 1 minute. This card consumes a spell slot. |
| Temperance | This card restores order, you touch one creature and you can either cause it to regain 1d6 hit points or remove one Condition, such as Poisoned. |
| The Devil | You gain a fiery mystic armour for 1 minute, during which creatures that make melee attacks against you suffer 1d6 fire damage. This card consumes a spell slot. |
| The Star | The card bursts with starlight. All creatures within 30 feet that can see must make a Dexterity saving throw or become Blinded until the end of their next turn, including you. |
| The Moon | The image of the moon produces rays of light that coalesce into an illusory identical replica of you. The illusion lasts 1 minute, creatures are unable to discern its true nature unless they spend an Action to make a Wisdom (Insight or Perception) check versus your spellsave DC, seeing through the illusion on a success. Alternatively a creature discerns the illusory nature of the image if it hits the illusion with a targeted attack (the illusion has your armour class). |
| The Sun | You and up to 5 other creatures within 30 feet of you regain 1d6 hit points. |
| Judgement | You target a creature within 30 feet of you and receives varying effects depending on its alignment. If the target is Evil aligned it must make a Charisma saving throw or become restrained by mystical bonds until the end of your next turn. If the target is Good aligned it gains advantage on all attack rolls and ability checks until the end of your next turn. |
| The World | Time seems to freeze for a single moment as you gain 2 extra actions this turn. This card consumes a spell slot. |
Your modifiers for the Deck is your normal spellcasting modifier: Charisma, your spellsave DC being 8 + your Charisma modifier + your proficiency modifier.
Should you pull a card that requires a target and cannot or are unwilling to choose a target for its effect, the card explodes in your hand and you receive force damage equal to your Charisma modifier. The same effect occurs should you pull a card that states it requires a spell slot and you have none remaining.
Card Counting
Starting at 6th level, you have greater control over the threads of fate and fortune. Once per short or long rest, when you draw a card from your deck you can choose to draw two instead of one.
52 Card Game Deck
If you use this type of deck, you now gain another suit to be part of your deck.
| CARD | EFFECT |
|---|---|
| Hearts | Heart card effects that deal or heal 2d6 damage increase in damage as you level up. They deal 4d6 at 10th level and 6d6 at 14th level. |
| 2 | You suffer necrotic damage equal to the number of cards you have drawn since finishing your last long rest. |
| 3 | You must roll a Death Saving Throw. If you succeed you can draw two cards and choose one, otherwise you lose one Death Save. |
| 4 | You target a creature within 30 feet of you, the target regains 2d6 hit points. |
| 5 | You summon a tiny intangible spirit, you can send the spirit to one creature you can see within 60 feet and command it to attack the creature. You make a melee spell attack against the target, dealing 2d6 radiant or necrotic damage on a hit. |
| 6 | You create a ring of protruding iron spikes around you. The spike ring has a 20 ft. radius centred where you drew the card and is 5 ft. wide. The ground covered in iron spikes is difficult terrain and traversing it requires a creature to expend its reaction to navigate through them, otherwise they take piercing damage equal to your Charisma modifier when they enter the spikes, which also applies to you. The ring remains indefinitely unless destroyed and is classed as an object. |
| 7 | You summon a tiny intangible spirit, you can send the spirit to one creature you can see within 60 feet and command it to protect the creature. The defended creature gains half-cover from the spirit until the end of your next turn. |
| 8 | You show the card to one creature within 30 feet that can see you. The target must make an Intelligence saving throw or take 2d6 psychic damage. |
| 9 | You target one creature within 30 feet that has an Intelligence Score of 10 or higher, the target must make a Wisdom saving throw or become charmed by you until the end of your next turn. |
| 10 | Brilliant lights shoot from the card, allowing you to cast Mirror Image. |
| Jack | The card shows you an image close by and tearing apart space to deliver you there, allowing you to cast Misty Step with a range of 60 ft. |
| Queen | You regain a number of spell slots equal to 1 + your current number of failed Death Saves. |
| King | The card summons a mysterious ray of celestial light. You cast Moon Beam, this effect consumes one of your spell slots. |
| Ace | You regain hit points equal to the number of cards you have drawn since finishing your last long rest. If this goes over your maximum hit points, you gain the remainder as temporary hit points that last 1 hour. |
Acceptable Risk
Starting at 10th level, you can take a chance and welcome chaotic energies to protect your body, but inviting certain weaknesses along with them. After completing a short or long rest you must roll twice on the Resistances and Vulnerabilities table to determine what damage type you are resistant and vulnerable to until your next rest. If you roll the same damage type you can choose to reroll or have no resistances and vulnerabilities.
Resistances and Vulnerabilities
| 1d10 | Damage Types |
|---|---|
| 1 | Acid |
| 2 | Cold |
| 3 | Fire |
| 4 | Force |
| 5 | Lightning |
| 6 | Necrotic |
| 7 | Poison |
| 8 | Psychic |
| 9 | Radiant |
| 10 | Thunder |
52 Card Game Deck
If you use this type of deck, you now gain another suit to be part of your deck.
| CARD | EFFECT |
|---|---|
| Clubs | Club card effects that deal or heal 4d6 damage increase in damage as you level up. Their damage or healing increases to 6d6 at 14th level. |
| 2 | Your skin and hair become translucent for 1 minute. |
| 3 | Draw three cards from your deck, you take damage equal to the sum of the numbers on the cards drawn, with each face card having a value of ten. The damage type is determined by rolling on the Resistances and Vulnerabilities damage type table. |
| 4 | When you pull out the card light erupts from the card, casting the spell daylight, centred on the card. |
| 5 | You summon a magical shield into your hands until the end of your next turn, the shield grants you a +5 bonus to your armour class and instantly blocks automatically hitting attacks, such as the magic missile spell. |
| 6 | You create an anti magic sphere of 30 ft. radius centred on you. Within the sphere, no magic can take effect or enter the space while it is in effect. No magical card effects occur in the sphere and preexisting magical effects end after this card is drawn. The anti magic sphere remains for 1 minute or until you fall unconscious or die. |
| 7 | You summon a magical weapon into your hands until the end of your next turn, the weapon deals an additional 4d6 force damage and must be a weapon you are already proficient in and have personally used in combat before. |
| 8 | You show the card to one creature within 30 feet that can see you. If the target has less than half its maximum hit points remaining it is magically put to sleep until the end of your next turn. |
| 9 | You target one creature within 30 feet, the target must make an Intelligence saving throw or use its next turn attacking another creature of your choice that is within 20 feet of the target. |
| 10 | Gravity reverses in a 15 ft. radius around you, creatures within fall at normal rates upwards on their turns. The effect lasts until the end of your next turn, at which point the gravity returns to normal. If you would take falling damage from this effect it is halved by the runoff energies of the card. |
| Jack | The chaotic energies rebound at you, you immediately draw a another card. If it is a card that heals or damages you suffer the amount it would have healed or damaged as necrotic damage multiplied by your Charisma modifier. |
| Queen | You regain a number of spell slots equal to your Charisma modifier. |
| King | The card unleashes a devastating flame, allowing you to cast fire ball. |
| Ace | You unleash a cloud of sharp cards in a 15 ft. radius around you, you can designate any number of creatures you can see to be unaffected by it. When the creature enters the area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, the creature takes 4d6 magical slashing damage. On a successful save, the creature takes half as much damage and has disadvantage on all attack rolls until the start of your next turn. This aura lasts for 1 minute, ending early if you fall unconscious or die. |
Full Set
Starting at 14th level, you can extract even greater chaos from your focus. Once per short or long rest, you can draw three additional cards instead. If you draw four of the same number or face card you can choose one card from your deck to play as a Bonus Action.
52 Card Game Deck
If you use this type of deck, you now gain another suit to be part of your deck.
| CARD | EFFECT |
|---|---|
| Diamonds | |
| 2 | All money on your person, even inside an interdimensional item such as a Bag of Holding, crumbles into dust. |
| 3 | A burst of miasma exudes from the card, you cast the Contagion spell. This card consumes a spell slot. |
| 4 | Your deck burns hot, dealing you 3d6 fire damage if you keep hold of it. Otherwise you drop it and cannot use it until your next turn. |
| 5 | A random damage type, as determined by the table in your Acceptable Risk feature, bursts in a huge ball from the card. You can choose a point within 30 ft. of you, a 10 ft. sphere of damage erupts from that point, creatures within the area must make Dexterity saving throws. On a failed save, creatures take 6d6 of the determined damage. On a successful save, creatures take half as much damage. This card consumes a spell slot. |
| 6 | You throw the card as a Ranged Weapon Attack against one creature within 30 feet. If the attack hits, the target is teleported to another unoccupied space within 30 feet of you. |
| 7 | You show the face of the card to a creature that can see you and is within 30 feet. The target must make a Charisma saving throw or turn to gold and become Petrified. The Petrification can be ended via the use of a Greater Restoration spell or equivalent. In addition, a creature automatically fails this saving throw if they are below 10 hit points. |
| 8 | You target one creature you can see within 30 feet, the target must make a Constitution saving throw or gain one level of exhaustion. |
| 9 | You throw a card and make a Ranged Weapon Attack targeting one creature, if it hits it deals additional 6d6 poison damage. The target must make a Constitution saving throw or become paralysed until the end of your next turn. This card consumes a spell slot. |
| 10 | Any money on your person blast toward one creature you choose within 60 feet. Make a Ranged Spell Attack against the chosen target, on a hit the target takes 6d6 bludgeoning damage and must make a Wisdom saving throw or become enamoured by the money, becoming incapacitated until the end of your next turn. |
| Jack | Your spell save DC increases by 5 for 1 minute. Every additional card you pull this turn aside this one reduces this bonus by -1, to a minimum of 1. |
| Queen | The card transforms into a Modron which acts immediately after you, which you have control of. The Modron remains alive so long as it has hit points, it cannot be healed or repaired through magic and so long as it survives, this card is removed from the deck. |
| King | The card shines, the light of the radiant dawn bursting from the King's crown. You cast the dawn spell. |
| Ace | You unleash a cloud of sharp cards in a 15 ft. radius around you, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, the creature takes 4d6 magical slashing damage. On a successful save, the creature takes half as much damage and has disadvantage on all attack rolls until the start of your next turn. This aura lasts for 1 minute, ending early if you fall unconscious or die. |
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